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Old 10-07-05, 08:42 AM   #1
Col7777
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Default Yet another way to have a wolfpack

I tried this years ago in SH2 but it didn't work, but in SH3 it does. I created a small British convoy and attached a German wolfpack using Serg's AI subs.
I placed them all around the convoy as you can see from the screenshot, when they came in range they commenced firing, I placed myself the player sub in the middle of the convoy as a British sub so I could watch the action.
Also in the action I got a screenshot of a DD ramming a sub, and as you all know they both died when this happens.



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Old 11-25-05, 05:29 AM   #2
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Moving on from the idea above, instead of attaching Serg's (submerged) AI U boats to a convoy, which works well, I had the idea of having one of his subs as the key boat then attach the others to it, like this:



I did this with the mission editor, I placed one of the (submerged) AI subs with (Random) way-points to go in a circuit, then attached a few more (submerged) ai subs to this key sub as I call it, the key sub is the middle one btw and the player sub is obviously not attached to the group.

This is just an example but I'm thinking perhaps if a few of these key subs were placed around the map with a few attached subs then we could have u boats randomly sailing around and if put in major traffic routs this could add a bit of realism plus may be a bit of a diversion from the player sub on occasions.
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Old 11-25-05, 08:04 AM   #3
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i tried that too while working on some missions for HT mod but it seems that AI subs for exemple dont give position reports so u can t simulate them to bring other subs in to fight a convoi together.
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Old 11-25-05, 08:17 AM   #4
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Hi Chris,

I see what you are saying, when attached to a convoy they do fight, but this way they only fight if an enemy ship crosses their path, but if the key sub is placed so it travels along convoy routes then it might be possible.
I'm not saying you are wrong I'm trying to think of a way to make it work, I'll keep testing.
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Old 11-26-05, 11:36 AM   #5
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Thanks, Col.

Very useful info. I especially like the option of binding to a circling key sub to cover very large area.
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Old 11-26-05, 12:15 PM   #6
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Hi Serg,

I played a mission yesterday (nearly all day) using your AI submerged version subs, and using the above method.
It worked good, I kept flicking to different ones using the camera, a couple of them got in to a scrape. One was being hounded by Sunderland aircraft and another was being hunted by a DD.
A couple of the others just patrolled unharmed, I'm not sure what will happen if the key sub is destroyed though, I've yet to find out, but so far so good my friend.

Once again Serg, thank you for a great addition to the sim.
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Old 11-26-05, 01:03 PM   #7
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Col, have you tried as you did in SH2 to tie the AI U-Boats to the player's boat? :hmm:
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Old 11-26-05, 04:08 PM   #8
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Hi HM,

Yes I did, in fact it was the first thing I tried, I only tried it with the mission editor and it won't allow it, but I'm not sure if it can be altered later by changing the scripted mission, the thought crossed my mind but I was too lazy at the time.
I did try again the other day, I was wondering if I missed something in the editor, I tried to trick it but it still wouldn't let me.

I did do something but I'm not sure what, I got the player sub to appear without any crew, it worked too but I got terrible lag then after about 20mins of play it crashed, I altered the mission so it played OK again, but I know I was playing around with triggers and radius settings, this made me wonder if the editor can be tricked.
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Old 12-01-05, 12:48 PM   #9
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Sounds fantastic gents
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